Yes I know he’s a good player; that’s not what I’m debating. How do you think he “should” have played? Maybe he’s testing your antiair ability as you say, but imo I think he’s just simply jump happy (I saw that XsK vs AndyOCR match and Andy just failed at keeping him grounded, even when he was looking for the jumpin). Changing spacing in different scenarios isn’t really matchup specific. More of a general footsies aspect.
- You did a great job detailing your mentality throughout the match above. Sorry for thinking you weren’t being analytical enough; you really are thinking while playing, and that’s good.
If you were given safe jump opportunities, wouldn’t you go for it? Vortex, whether your opponent blocks correctly or not, is basically a safe jump. When you vortex, your opponent (Ryu) has no good options besides blocking. Besides vortex, Ibuki has many other okizeme tools. She has a safe jump after a back throw. At the very least, you should do command dash mixup to pressure (or at least give the illusion of pressuring) or command dash into j.LK/j.MK, at the range and timing of making reversal dp get stuffed or whiffed. If he tries an autocorrect, well that’s just the price of doing business as they say. If you suspect a dp, you can superjump instead or mix up your jump timing with/without a kunai (eg: backthrow , dash , walk forward a few frames , jump kunai; this won’t exactly give you enough blockstun to followup the kunai but you get the idea). This kind of mixed up timing will make it difficult for him to decide whether to try autocorrect dp or not, seeing as how if he guesses wrong he’s going to eat a big punish + vortex followup.
There is almost never a good reason to do jump back kunai. It throws away Ibuki’s pressure game and even if you were baiting something, a measly kunai hit is not going to convince them to stop reversaling. If you ever do jump back kunai, it’s usually in desperate need to gtfo asap, like vs a grappler. Or to chip your opponent to death (though usually with EX kunai).
Just because he is blocking your mixups doesn’t mean you should stop doing them and resort to basic blockstring pressure. I dunno if this is news lol but you can still do blockstrings even if your vortex gets blocked. Just think of vortex as safe jumps, with a good chance of landing you a free combo.
Going back to Ibuki’s okizeme game, I would suggest being more aggressive when you get your knockdowns. Maybe it’s just me that I’m usually never worried about reversals, but stuff like kazegiri knockdown I always go for command dash mixups. cl.st.HK antiair I always always try to go for SJC cd mixups (cl.st.HK xx SJC cd , cr.HP xx whatever). Even cl.st.HK into raida gives you a safe jump opportunity. And after a forward throw I almost always vortex. It’s just like, why not?
Besides okizeme, Ibuki does good reset mixups (TC6 xx SJC cd) and SJC cd mixups off of b+MP, and other resets. These are two resets I really want to emphasize because they usually do good damage, good stun, sets you up for yet another mixup opportunity, gives your opponent yet another thing to memorize about the matchup, etc. If your opponent wants to take the risk and reversal, fine. Just remember that if you successfully read your opponent (ie: bait) then that means 300-400+ dmg (and big stun) plus another mixup.
Actually, at 0:58 you give your opponent credit and say he was doing reversal jab dp to “punish your bad habits.” Had you anticipated and reacted quick enough, you could have U1 punished and taken the round. Ryu’s lp.srk is -17, on block. He whiffed the dp so you had much more time to punish. If you’re baiting something, you should be ready with the punish.
Lastly about blockstrings: the usual cr.LP , tick throw or cr.LP , st.MK frame trap, Ibuki has tons of other frame traps and setups listed here http://shoryuken.com/f336/ibuki-blockstrings-mixups-244082/
Try adding some of these to your blockstring game, instead of the overused cr.LP/st.MK/throw setup.
Note: Ibuki doesn’t have an unblockable after a back throw. She only has a safe jump after a back throw. I have only discovered unblockables after a neckbreaker and after an ex neckbreaker. She most likely has an unblockable after a tsumuji, but considering how the spacing varies all the time, I don’t think it’ll be practical. If there are others to be found, nobody has found them yet.
I still think you simply need to work on 3 things for your Ibuki (and ground game) to drastically improve:
- antiair - to stop jump spam
- EX neckbreaker - to stop fireball spam
- counter poke - to stop cr.MK spam
Everything else is sort of minor, with the exception of a strong pressure game, but for now your pressure game is decent enough as long as you take the opportunities given to you.
Oh yeah and that thing you said about FA dash up and combo to punish fireball recovery, your math is certainly correct. But spacing shouldn’t be an issue (st.LP = far.st.LP = both 3f startup). It was more likely that you didn’t FA dash fast enough. It looked like Ryu was already half done recovering when you dashed and there was some delay between dash and st.LP. Actually you had U1 at the time, so FA dashup U1 would have had a better chance than st.LP, as well as a more damaging punish.